Fire Temple Human Leader Room 206

Rank 2 Fighter
Armour Proficiency: You are trained in the use of all armours up to and including plate, knowing how to position yourself to receive a blow in such a way as to deflect a portion of the attack. Light armours receive 1 extra armour point, and heavy armours 2. The only stipulation is that you have to know the attack is coming. In addition, when worn, only 1/4 the total ENC of the armour is counted towards Encumbrance instead of half
Melee Weapon: Your Combat Style is improved by 10% when using your weapon of specialisation. You gain +1 Action Point for the purposes of Parrying only
Melee Weapon: As for specialisation, plus gain a 1-step improvement to damage modifier.
Rope of Entanglement: roll to hit with athletics to throw. a hit will grapple with a 90% skill. each round it will try to entangle a new location, eventually binding the victim
Banded armor +1: +1 to +4: This armour has been enchanted to offer greater protection,
with each +1 bonus adding an additional +1 to the total Armour Points
of the armour. In addition, each point adds +5% to the following Resistance Rolls; Endurance, Willpower, and Evade. Finally, magic armour
has its final Initiative Penalty reduced by the armour’s magic bonus. In
the case of a character wearing piecemeal armour with differing bonuses,
only the lowest applies. For example, a character wearing a suit of +2
plate mail and a +4 helm (normal Initiative Penalty of 9) will have
their Initiative Penalty reduced by 2, the bonus of the plate mail, giving
the wearer a Initiative Penalty of 7. +5 armour is detailed in the ClassiC Fantasy Unearthed Companion.